Reenable refraction fx but make it optional for the moment.

This commit is contained in:
esteldunedain
2015-05-09 21:47:57 -03:00
committed by PabstMirror
parent d001131314
commit f132955d9f
2 changed files with 38 additions and 26 deletions

View File

@ -20,5 +20,17 @@ class CfgPatches {
#include "CfgWeapons.hpp" #include "CfgWeapons.hpp"
#include "ACE_Settings.hpp" class ACE_Settings {
class GVAR(DisplayTextOnJam) {
typeName = "BOOL";
isClientSettable = 1;
value = 1;
displayName = "$STR_ACE_overheating_SettingDisplayTextName";
description = "$STR_ACE_overheating_SettingDisplayTextDesc";
};
class GVAR(enableRefractEffect) {
typeName = "BOOL";
value = 0;
};
};

View File

@ -46,31 +46,31 @@ if (time > (_unit getVariable [QGVAR(lastDrop), -1000]) + 0.40 && _scaledTempera
_direction = (_unit weaponDirection _weapon) vectorMultiply 0.25; _direction = (_unit weaponDirection _weapon) vectorMultiply 0.25;
_position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30))); _position = (position _projectile) vectorAdd (_direction vectorMultiply (4*(random 0.30)));
/* if (GVAR(enableRefractEffect)) then {
// Refract SFX, beginning at temp 100º // Refract SFX, beginning at temp 100º and maxs out at 500º
_intensity = (_scaledTemperature - 0.10) / 0.90; _intensity = (_scaledTemperature - 0.10) / 0.40 min 1;
drop [ drop [
"\A3\data_f\ParticleEffects\Universal\Refract", "\A3\data_f\ParticleEffects\Universal\Refract",
"", "",
"Billboard", "Billboard",
1.1, 10,
2, 2,
_position, _position,
_direction, _direction,
1, 0,
1.2, 1.2,
1.0, 1.0,
0.1, 0.1,
[0.1,0.15], [0.10,0.25],
[[0.06,0.06,0.06,0.32*_scaledTemperature], [0.3,0.3,0.3,0.28*_scaledTemperature], [0.3,0.3,0.3,0.25*_scaledTemperature], [0.3,0.3,0.3,0.22*_scaledTemperature], [0.3,0.3,0.3,0.1*_scaledTemperature]], [[0.6,0.6,0.6,0.3*_intensity],[0.2,0.2,0.2,0.05*_intensity]],
[1,0], [0,1],
0.1, 0.1,
0.05, 0.05,
"", "",
"", "",
"" ""
]; ];
*/ };
// Smoke SFX, beginning at temp 150º // Smoke SFX, beginning at temp 150º
_intensity = (_scaledTemperature - 0.15) / 0.85; _intensity = (_scaledTemperature - 0.15) / 0.85;